User Guide

Delta Force – Black Hawk Down Mission Editor Manual – Copyright Novalogic 2003
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Action Subtype: AI
These actions can be chosen when you set the Action Type to any of the various “Change AI”
options.
Null: Nothing. Can be used as a temporary placeholder.
AI State: All helo command.
Formation: Not Used
Return To Base: Not Used
Pretty: Not used
Land: Stop forward motion and settles to ground. Rotors spin down and stop.
Follow Waypoint: Not Used
Attack Distance: Changes the distance in which an AI will attack an enemy.
Berserk: When the player or an AI unit is labeled as berserk, they become an enemy to everyone.
Their friends will shoot at them and AI’s will shoot their friends. This is most often used to turn
blue NPC’s against the player who does too much friendly fire.
Blind: Doesn’t see anything, even right in front of them.
Climber: An NPC that is tagged as a climber will move up ladders to follow a target.
Combat Speed: When a unit enters combat, they enter a new state. You can select their new
attack speed here.
Coward: Set san AI to cower and not shoot at friendlies.
Driver’s Skill Level: Changes an AI vehicles driving speed and turning radius.
Engagement Range: Changes the distance at which an AI will begin to pursue. This is typically
set further than Attack Distance.
Find and Use SSN: Sets an AI to find an attach to special objects with user points (Fast Ropes on
Black Hawks)
Green Alert: Changes AI status to the lowest level of attentiveness. “Everything’s fine”.
Special State: This engages special animations attached to certain characters. Most often it is
used to attach Delta units to Humvees and MH-6 Little Bird side seats. It can also be used to
trigger special characters who surrender or throw rocks.
Gunner’s Skill Level: Changes the shooting ability of an AI to Poor, Good, Average, Ace.
Indestructible: Set to 1 to make the unit unable to be killed. 0 to disengage. (Certain objects are
hardcoded to be invulnerable.
Patrol Speed: When an AI has not seen an enemy they will patrol at certain speeds. Change that
speed here.
Play Part Animation: Allows you to trigger a specific animation (such as surrender). You will
need a list of animations to make this work.
Red Alert: Set’s an AI to the highest alert state. They will be ready to shoot as soon as an enemy
is seen.
Stop Using Waypoint Z: The Z waypoint is used with flying vehicles to keep them at a specific
height. To let the flying unit break from that according to their attack AI, select 1.
Target SSN:
Use Waypoint Z: The Z waypoint is used with flying vehicles to keep them at a specific height.
If you’ve let a flying vehicle break from that height, select 1 here to bring them back to the
default height.
Yellow Alert: Set’s AI to a medium alert state. They will be wary, but not trigger happy.